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Diogen

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  1. familiar situation ooc is too ingrained in nation leading, unfortunately a lot of the time is due to really bad actors who get sucked into lotc and believe that the loss of their nation would mean its over for them and what they build, and the rest just have to fight back with ooc harsh punishments need to be made to ooc scheming, it shouldn't be supported nor condoned
  2. formatting is so frost witch coded good writing +1
  3. The Mighty Naele, The Everlasting Frost, Queen of the Icy Tomb, Empress of Eternal Winter, Sovereign of the Frozen Wastes, Mistress of the Glacial Realm, Enchantress of the Eternal Blizzard, Keeper of the Frozen Flame, Vanquisher of Men, Warden of the Undead Ice, Bane of Mortal Men, Devourer of Souls, The Icy Cannibal Queen, Mistress of the Frostbitten Dead, Sentinel of the Glacial Fortress, Undying Matriarch of the North, Herald of the Endless Night, Frostfire Witch, Guardian of the Frozen Realm, Monarch of the Glacial Night, Slayer of the Patriarchs, Chosen of the Eternal Winter, Champion of the Frozen Plains, Protector of the Undying North, Weaver of the Icy Web, Rider of the Blizzard Winds, Bringer of the Glacial Dawn, Builder of the Frozen Cities, Seeker of the Icy Throne, Keeper of the Glowing Blue Flame, Mistress of the Frostfire Throne, High Priestess of the Glacial Circle, Archon of the Frozen Shadows, Mistress of the Frostbitten Peaks, Empress of the Icy Abyss, Lady of the Frozen Sepulchre, Scourge of the Living, Mistress of the Never-Ending Winter, Mistress of the Glacial Horde, Bearer of the Frostfire Scepter, Harbinger of the Frozen Dawn, Ruler of the Glacial Wilderness, Banshee of the Icy Moors, Protector of the Icebound Lands, Master of the Glacial Spirits, Weaver of the Frostbound Spells, Guardian of the Frozen Depths, Mistress of the Winter Veil, Monarch of the Glacial Depths, Eternal Keeper of the Frostbound, Sentinel of the Frozen Realms, High Queen of the Frozen Shadows, Mistress of the Frostfire Caverns, Sovereign of the Icy Domain, Monarch of the Glacial Expanse, Mistress of the Frozen Dead, Keeper of the Icy Beacon, Herald of the Frostfire Storm, Vanquisher of the Frozen Spirits, Protector of the Glacial Sanctum, Warden of the Frostbitten Lands, Mistress of the Frozen Dawn, Ruler of the Glacial Veil, Mistress of the Frostbound Abyss, Archon of the Icy Shadows, Empress of the Frozen Stars, Queen of the Frostfire Realm, Mistress of the Icy Horizon, Sentinel of the Glacial Wastes, Keeper of the Frozen Light, Protector of the Icy Halls, Mistress of the Frostbound Keep, Guardian of the Frozen Citadel, Sovereign of the Glacial Sanctum, Mistress of the Frostfire Throne, Archon of the Frozen Dawn, Queen of the Icy Realm, Mistress of the Glacial Spire, Warden of the Frozen Abyss, Guardian of the Glacial Throne, Mistress of the Frostbound Depths, Protector of the Frozen Light, Keeper of the Icy Embrace, Monarch of the Glacial Dawn, Sovereign of the Frozen Wastes, Mistress of the Frostfire Fortress, Empress of the Icy Dominion, High Queen of the Frozen Expanse, Sentinel of the Glacial Night, Mistress of the Frostbound Realm, Guardian of the Icy Veil, Protector of the Frozen Throne, Mistress of the Glacial Depths, Ruler of the Frostfire Empire, Keeper of the Icy Embrace, Monarch of the Glacial Expanse, Sovereign of the Frozen Stars, Mistress of the Frostfire Dominion, Archon of the Icy Depths, Queen of the Glacial Shadows, Mistress of the Frozen Dawn, Warden of the Frostbound Lands, Protector of the Icy Halls, Guardian of the Glacial Throne, Sovereign of the Frozen Realm, Mistress of the Frostfire Abyss, and many more, sat atop her throne, rolls over rolls of her body almost melting onto that seat as she rhythmically tapped her frosted claw against the icy armrest. Tap, tap, tap. While none of her own perished, she seemed dissatisfied. For she could make no meal off the casualties. She returned, peckish.
  4. Naele, who witnessed the death of that Uruk who fought for her cause, felt nothing but hunger as he perished.
  5. PART I - Curses This amendment is take 2 on Cursed Ice & Curses, applying all the feedback granted by the ST by the [n!!!] verdict. More will be detailed below. Another attempt at fixing unused parts of the lore. Both Curses & Cursed ice were thrown together in one post as they were almost accepted but awaited some balancing changes, rather than spam amendment posts. Please refer to this doc for the changes implemented from the previous amendment following the ST's feedback with all changes implemented. If you can't see the comments, please DM me on discord for a new link. https://docs.google.com/document/d/1n-Ua9mVpl_DKFGPEXTBzy0mxhJkz9H9UGzRiCq6bXJ0/edit Frost Cursing OLD LORE: Frost Cursing (Combative / Non-Combative) A sinister and devious practice of the Fjarriagua in order to toy with and torment the mortals beneath them, cursing them with various ailments which may hinder their day to day lives. These curses are applied in the span of three turns, embedding a chunk of ice within the descendant’s flesh which causes the mark or ’shape’ of the particular curse to form around the ice like a sort of tattoo, though from what appears as frostbitten flesh as opposed to ink. This chunk, and thereby the curse, may only be alleviated from painfully cutting it out of the individual’s flesh or through means of holy magic purging. Over the course of time, the curse’s potency will fade until it is completely alleviated, being intensely strong upon the first day, whilst becoming much more mild and melting away painlessly once the third day has ended. There are six curses which a Witch may be used to afflict mortals, each having a unique symbol which differentiates them from other curses, a telltale sign of the Witch’s doing. Mechanics - A Frost Witch may placed a curse upon a descendant in the form of a chunk of ice embedded within their flesh over the course of three emotes with direct touch upon the skin. Applicable Curses Curse of Shuddering - This curse will cause the individual to tremble as if they were intensely cold, their teeth chattering rather uncontrollably, making conversation and eating relatively difficult over its duration, though never impossible. It’s symbol is a thin swirl upon the skin around the ice chunk which lies in the center. Curse of Tenderness - This curse will cause the flesh in the area applied to become rather tender as if only mildly frostbitten and cause the area to feel ‘pins and needles’, making any pain within the region twice as agonizing, often making this the most difficult curse to remove by means of cutting it out due to the pain. It’s symbol is a jagged snowflake depicted around the ice chunk. Curse of Gelid Breath - This curse will cause the individual’s breathing to consist of very brisk and dry air, as well as making their breath like that of a gentle mist, causing great pain within the throat and lungs, making breathing difficult and uncomfortable, though not fatal. Its symbol is a face blowing a cloud of wind around the ice chunk. Curse of Rabidity - This curse will cause the individual to experience an intense hunger for meat and flesh, more often than not raw. The more they consume, the more ravenous they become, though the effect still will fade in strength over its duration, the hunger unable to be satiated until the curse is removed or runs its course. Its symbol is a drop of ‘blood’ formed in frostbitten skin around the chunk of ice. Curse of Ice-Grip - This curse will cause the grip of the individual’s fingertips and hands to become like that of slippery ice, making the ability for one to grip or hold things slightly compromised as their grasp is much weaker. Of course, they might still be able to pick things up, though it would make wielding something as a sword more difficult. Its symbol is a hand at which the ice chunk rests in the center of its palm. Curse of Bleak Sight - The curse will cause the individual’s perception of color to fade slightly, colors becoming dull and bleak much like a cloudy winter day. This of course will never make the victim blind and they will be able to perceive shape and depth as normal, simply seeing colors as more faded and grey. Its symbol is an eye at which the ice chunk rests in the pupil. - The chunk of ice will remain for up to three OOC days, unless removed otherwise, the effects of the curse alleviated once it has completely run its course and melted. - The curse can only be removed by cutting it out painfully with a knife, leaving a noticeable mark in the skin which would heal regularly over the course of an OOC day. Alternatively, the magic of a tier three holy mage can melt the ice and alleviate the curse. - Curses can only be distributed by means of direct touch to flesh. - The effects of these curses are never fatal or detrimental to basic functions, only making the performance of such rather uncomfortable and difficult, requiring extra effort. -A person can only be cursed with ONE curse at any given time. If the victim is in the middle of being cursed, but is already under the influence of a curse, the witch's third emote will instead fail and give her a telling mental note that this mortal is already marked with a live curse. NEW LORE: Frost Cursing (Combative / Non-Combative) A sinister and devious practice of the Fjarriagua in order to toy with and torment those beneath them in sadistic and creative ways, being able to curse any individuals, by letting their corruptive magic seep into their victim's very souls, marking them with various ailments which may hinder their day to day lives or perhaps give them the edge in combat. These curses are applied in a variety of methods, all depending on the severity of the curse itself, for Frost Cursing falls into two different categories; Lesser and Greater Hexes, each with their own various sinister effects. Mechanics The Fjarriagua are capable of afflicting individuals with vile curses, coming into two categories of 'Greater' and 'Lesser' Hexes, providing all manner of disadvantageous effects and traits to the recipient. Lesser hexes may be used while the witch is disguised, either by coalescing her power within her throat and verbally speaking the curse out loud to her intended victim, requiring them to be in hearing range for its effects to take place. With Greater hexes being too potent in nature to be able to be conjured while the witch is disguised, being able to only make use of them within her banshee form, conjuring forth a vessel for the curse to inhabit as it is transferred upon the witch's chosen victim. Lesser Hexes may be afflicted by witches from within the comfort of their disguises - done so by coalescing their wicked magic into their own throat with unflinching hatred, uttering hateful words of sadistic malice over the course of [3] emotes upon their chosen victim, additionally, the words uttered must be related to the type of curse being afflicted upon the individual. Alternatively, the disguised Fjarriagua may instead decide to lay a Hex upon their victim through physical touch, being required to instead spend only [2] consecutive emotes with direct physical contact with their victim’s skin to be able to curse them. Lesser Hexes due to their less intense nature are capable of festering within the body of its victim for up to [3] OOC days before fully dissipating away along with all of their effects. Greater Hexes on the other hand are too intense to be capable of being afflicted within the constraints of a Fjarriagua's disguise, requiring the Witch to be within her banshee form as she coalesces her magic within an Ice Projectile, sending it forth to her chosen victim at the speed of an arrow over the course of [3] Emotes (1 Conjure Projectile + 1 Imbue Curse + 1 Shoot). Should the imbued Ice Projectile make contact with the flesh or skin of any suitable victim, the curse will begin to seep within their form, bringing a chill to their very soul, enacting the effects of the curse instantaneously. Alternatively, a Fjarriagua may instead lay a Hex upon their victim through physical touch, being required to instead spend only [2] consecutive emotes with direct physical contact with their victim's skin to be able to curse them. Unfortunately for the witch and fortunately for her victim, the intensity of Greater Hexes means that their effects begin to die out a lot quicker than a Lesser Hex, lasting for a total of [30] OOC minutes outside of combat, or for the entirety of a combat scenario and their effects dying out as soon combat concludes. Regardless of the type of Hex used, both will cause the mark or ’shape’ of the particular curse to form around a chosen area of the skin upon the victim's flesh like a sort of tattoo, though from what appears as frostbitten flesh as opposed to ink, bearing a slight ethereal glow. This curse may only be alleviated through means of holy magic purging or by asking any Fjarriagua to remove the curse herself. There are numerous curses with which a Witch may afflict mortals, each having a unique symbol which differentiates them from other curses, a telltale sign of the Fjarriagua’s doing. Lesser Hexes Curse of Cracks - [Combat | Non-Combat] The afflicted individual’s skin will be rendered less malleable, and feel slightly more solid. Their skin cracking should it be stretched or creased, causing mild pain and itching. Should they be stabbed or struck, the affected area will crack akin to a thin frozen lake struck by such an attack. Its symbol is a perfect circle with cracks running through it, akin to a shattered mirror. Curse of Stiffness - [Combat | Non-Combat] Their joints and bones chilled within, the target will find their joints moving slightly slower, causing moderate pain. These very joints producing disturbing sounds such as pops as they go, inconveniencing them as they function in their day-to-day life. Its symbol is Hourglass. Curse of Prey - [Combat | Non-Combat] The victim will be overcome with the sensation of being watched, as they begin to sometimes see odd shapes in the corners of their eyes. Sometimes, they may even hear incomprehensible, yet disturbing whispers echoing within their ears. Its symbol is a collection of tiny eyes within a tight circle Curse of Rabidity - [Combat | Non-Combat] This curse will cause the individual to experience an intense hunger for meat and flesh, more often than not raw. The more they consume, the more ravenous they become, should the individual indulge within these unsavory cravings of theirs long enough, they may begin to hunger for more 'exotic' choices, whether it be delving into cannibalism or perhaps being entirely overwhelmed by an obsession to devour the flesh of a specific mythical or sentient creature. The effect still will fade in strength over its duration, the hunger unable to be satiated until the curse is removed or runs its course. Its symbol is a drop of ‘blood’ formed in frostbitten skin. Curse of Bleak Sight - [Combat | Non-Combat] The curse will cause the individual’s perception of color to fade, whether it be in the form of any type of color-blindness, or viewing the world entirely in black and white. This of course will never make the victim blind and they will be able to perceive shape and depth as normal, simply seeing less if any colors. Its symbol is an eye with an empty uncolored pupil. Curse of Shuddering - [Combat | Non-Combat] This curse will cause the individual to tremble as if they were intensely cold, their teeth chattering rather uncontrollably, making speech and eating impossible for [3] OOC hours after the effects of the curse have surfaced, becoming much more manageable after this time has passed. Its symbol is a thin swirl, switching between frostbitten flesh and mundane flesh with geometric precision. Greater Hexes Curse of Snowstorms - [Combat | Non-Combat] The afflicted individual’s eyes will be overtaken by a foggy, white hue, causing the victim to be unable to see anything further than [8] meters around them, as if in the middle of an intense snowstorm. Its symbol is that of a face whose eyes are obscured by a cloud. Curse of Cryostasis - [Combat | Non-Combat] The victim’s blood begins to slow down, their body drastically lowering in temperature as if overtaken by a strong chill, causing them to be rendered sluggish, slowing down their movement to [3] meters when walking and [6] blocks when sprinting, as well as one's general movements becoming slower, as if trying to fight off a cold, with attacks becoming more telegraphed. Its symbol is a jagged snowflake. Curse of Silence - [Combat | Non-Combat] A loud shriek is let out within the victim’s mind, stuck in a perpetual loop. Such an act disrupts any currently casting mage - and if in combat - disallowing any manner of casting for the [3] next turns as the individual's mind becomes overstimulated and unable to properly focus. Additionally the victim becomes unable to hear anything around them, unless the person addressing them is within a [4] block range. Its symbol is an empty circle with a collection of tiny eyes looking inwards from outside. Curse of Tranquility - [Combat | Non-Combat] The victim’s mind is set at peace, akin to a breath of fresh air in a wintry morning, as the sun rises from the horizon. Tranquility is all they begin to feel, seemingly beginning to lose their sense of fear and danger, their anxiety, making them prone to taking dangerous risks to themselves without thinking of the possibility of danger this could result to themselves. Useful for coaxing enemies into making a rash mistake or for turning less valuable allies of the witches into the perfect meat-shields. Its symbol is a small collection of four-pointed stars. - The Lesser Hexes will remain for up to seven OOC days, with Greater Hexes lasting upwards of thirty OOC minutes or until combat has been concluded unless removed beforehand. The effects of the curse are alleviated once it has completely run its course or is cleansed. This is unless given OOC consent, at which point the curse can remain indefinitely within a character until their accursed's player decides to have it fade away. - The curse can only be prematurely removed by the magic of Druidism (blight healing), Shamanism, or any other deific/holy magic possessing a purging ability. Or alternatively another Fjarriagua by placing her hand upon the afflicted skin. - A Fjarriagua may be disguised should she wish to remove any curses. - Contact-based cursing of individuals is distributed by means of direct touch with the victim's skin or flesh, the Fjarriagua on the other hand can still impart the curse if her form is obscured by any manner of clothing, such as gloves/gauntlets etc. It is merely required that she makes contact with the victim's exposed skin or flesh. - Natural armours such as chitin or scales do not protect one from contact-based transmission of hexes as they are part of one's body. - When cursing through physical contact, the action itself would produce no pain or any noticeable feelings to the individual, save for their newfound frostbitten symbol upon their skin. - In the event of cursing without physical contact, the Fjarriagua may choose where the symbol appears within their victim's body. - A person can only be cursed with ONE Lesser Hex and ONE Greater Hex curse at any given time. If the victim is in the middle of being cursed, but is already under the influence of a curse of the same type, then any additional curses will simply fail, giving the witch a telling mental note that this mortal is already marked with a live curse. - The frostbitten marks themselves do not actively harm or inconvenience the individual in any way, for example should one manifest within the skin surrounding one's eye, then the cursed individual will suffer no ailments other than their disgraced visage, being purely visual in nature. - The Fjarriagua cannot curse each other. - The curses can affect any soul-bearing entity with organic bodies. This includes races with lesser souls such as beastmen CAs, as well as generally magical creatures such as Nephelim and Undead, as long as they possess organic flesh. - ST Event creatures larger than Ologs are up to the event-runner to decide whether or not they can be affected by said curses or to what severity. - As soon as the curse is lifted or runs its course, the mark will begin to slowly fade away over the course of a few minutes, the formerly accursed individual's skin returning back to the way it was. Tormented Cooking OLD LORE: Tormented Cooking (Non-Combative) A fiendish act of the Fjarriagua designed to ensnare men perhaps more moved by their stomachs then their minds. By using various inedible mortal parts a Witch might normally discard, the Fjarriagua can instead create cursed food with far more devilish & sinister intent, inflicting various ailments upon those who consume it. Certain ingredients must be obtained in order to give it its unique and perilous effects, though the end result is far worth it for the Witch as they watch the descendant’s agony and suffering. Mechanics - A Witch may create food from different descendant parts and mix it with Witch Blood in order to grant it cursing properties. Using different parts will yield different effects. Foods may not be made during combat. Applicable Ingredients Mortal Teeth - Mortal Teeth used in a recipe will cause the consumer’s teeth to fall over the course of the first day, before sharp and jagged teeth begin to grow upon the second. Upon the third day, the teeth will fall out and regular teeth will grow back. These offer no RP advantage. Mortal Eyes - Mortal Eyes used in a recipe will cause the consumer’s vision to fade over the curse’s duration, unable to see more than five meters in front of them for half an OOC day, as if they were within an intense snowstorm. Mortal Flesh - Mortal Flesh used within a recipe will cause the consumer to have an intense craving for mortal flesh above all other foods and delicacies, unable to look at fresh blood or an injury without intense cravings for the curse’s duration. Mortal Ligaments - Mortal Ligaments such as ears, toes, fingers, or noses used in a recipe will cause the respective ligament of the consumer to freeze over and fall off, before regrowing over the course of the next day. Mortal Blood - Mortal Blood used in a recipe will cause the consumer’s blood to become sluggish and slow down, whilst also becoming cold. This results in the individual’s movement becoming sluggish as well as they are overtaken by a light chill. - Only up to two ingredients may be used per product. - Products do not require ST signing. - Effects from cursed food will not last longer than three OOC days unless specified otherwise. - Holy mages may cure the effects of the tormented cooking with their magic. - A maximum of 3 may be made per OOC day. NEW LORE: Tormented Cooking (Non-Combative) A fiendish act of the Fjarriagua designed to ensnare naive victims perhaps more moved by their stomachs than their minds. By using various inedible mortal parts a Witch might normally discard, the Fjarriagua can instead create cursed food with far more devilish & sinister intent, inflicting various ailments upon those who consume it. Certain ingredients must be obtained and then be combined with the inherently magical blood of the Fjarriagua, dipping the chosen cooking within the liquid of a cauldron and infusing It with a curse fit to create suffering for its consumer to give it its unique and perilous effects though the end result is far worth it for the Witch as they watch the descendant’s agony and suffering. Mechanics - A Witch may create food from up to two different descendant parts and mix it with Witch Blood in order to grant it cursing properties. Using different parts will yield different effects. Foods may not be made during combat. - To be afflicted by the curse an unsuspecting individual bearing a soul and organic flesh must consume the cursed delicacy, the effects of the chosen ingredients lasting for a maximum of [3] OOC days before fading out in their entirety. Cannibal’s Teeth - [Non-Combat] - Teeth The consumer’s teeth begin to fall off over the course of day [1], as a row of sharp and jagged teeth, ones exactly like the ones the Fjarriagua possess, fully replacing them within that same day. Upon the last day of the curse, these teeth will fall out, as their regular teeth finally return. Hunger of the Wicked - [Non-Combat] - Flesh The consumer will grow an intense craving for mortal flesh above all other foods and delicacies, unable to look at fresh blood or an injury without intense cravings for the curse’s duration. If they were to come across an injured person, they must roll a [D20], and anything below a [5] will cause them to go feral and attack that person until they’ve either satiated their hunger, knocked out, or neutralized. Fear the Night - [Non-Combat] - Brain The consumer gradually begins to get overwhelmed by a mixture of pacing thoughts and incomprehensible voices on day [1], putting them in a panicked state. This disallows them from being able to sleep, which may cause severe exhaustion, and a variety of symptoms that come from such an exhaustion, including but not limited to hallucinations, irritability, forgetfulness, etc. Purge - [Non-Combat] - Stomach The victim’s stomach will grow an intense pain, causing them to feel queasy, unable to eat foods without causing them great pain, their torso swelling, resembling a bloat should they eat anything. Distorted Silhouette - [Non-Combat] - Spine The victim's spine grows distorted, bending in unnatural ways, causing them to befall Scoliosis. Their back bent into a certain direction, such as being bent downwards to the front, resembling the form of a hag's. Bringing forth aches and pains, as well as hindering their mobility. Decrepit - [Non-Combat] - Skin The consumer will find their skin beginning to stretch, growing saggy and wrinkly, their lips turned dry and chapped. Essentially making them look like a haggardly, much older form of themselves, although to no cost at their physical state. Breath of Frost - [Non-Combat] - Lungs The victim's lungs grow achy, their breaths shallow, as all air they exhale misty and frigid, as if breathing out cold air. Their mere breathing, made painful from such a curse. Their breathing pattern resembling that of someone with asthma. Slow - [Non-Combat] - Blood The victim’s blood flow begins to slow down and drops down to a chilly temperature, eerily resembling the Fjarriagua’s blood in appearance and texture - turning it into a slushy consistency although offering none of the combative boons or magical properties that Witch-Blood holds. - Only up to two ingredients may be used per product. - An individual can only be under the effects of a SINGLE instance of tormented cooking, another one is eaten while still under its effects, then the curse will not be transferred to them. - Products do not require ST signing. - Tormented cooking is incapable of being spoiled upon its creation, remaining in peak condition until the curse within it is transferred to a victim - Effects from cursed food will not last longer than [3] OOC days unless specified otherwise, or consented by the victim to last longer for the sake of a good faith narrative. - Holy mages may cure the effects of the tormented cooking with their magic. - A maximum of [3] may be made per OOC day. - While the parts are made out of a descendants body, this does not require them to be acquired through the killing of other characters for any of these ingredients to be used. - Cursed foods are indiscernible from normal foods, both in terms of taste, smell and appearance and may not be metagamed. - Tormented cooking may only be done out of combat. - The Tormented Cooking curse may immediately take effect, or be stalled all the way up to the next OOC day, leaving the Fjarriagua to include it in the item description to inform their victim at their discretion. - Fjarriagua and any variations of their kin are all immune to Tormented Cooking's effects. - The curses of Tormented cooking are transferred as soon as someone takes a bite out of said food. - One cannot share a single item of tormented cooking between multiple people, that is to say should two people take a bite from the same Apple, only the first individual to take a bite from it would be cursed, with any other suffering no such effects. - Tormented Cooking can be stacked with Lesser Hexes as they both are purely flavourful in nature.. - The Fjarriagua will have to /showitem the item to the victim after it has been consumed. PURPOSE: Feedback given after the previous version’s denial have been implemented as best as I could manage. Full list of changes from the previous version shown here: 554 - CURSED TREATS [FEEDBACK IMPLEMENTATION] PART II - Cursed Ice Please refer to this google doc to see the changes based on the previous amendment. TL;DR Echoed Whispers was cut. Removed 2nd degree frostbite and chose cursing-only. Allowed Tormented Cooking to be fused into the weapon instead of Frost Cursing for more variety n it just sounds cool in concept. Durability nerf & Removed RO consent to melt. https://docs.google.com/document/d/1sEeHPWREIG958q51o66i77iijxC8VAkOwLnXAwnm_BI/edit?usp=sharing Conjure Cursed Ice (Non-Combative) By imbuing ice with powerful Witch Magic while at the Altar, a Frost Mother, along with perhaps other Frost Witches, may create an ice far more durable than any frost or ice formed within the natural realm, weaving their malicious arts into the ice which they have conjured forth. This ice may be used for a variety of things; from the creation of powerful weapons to entire fortresses created from ice empowered by the will and magic of the Fjarriagua. Mechanics - Cursed Ice can be created by a Mother while at the Altar in non-combat, the amount directly proportional to the number of Witches aiding. This ice has the durability of steel or stone and may be used to create MArt enchantments, tools, weapons, or structures of ice. In the case of tools or weapons, they must be signed by an ST in order to be valid. Structures need not be signed unless they have other properties beyond their durability. - Cursed Ice must be made at an Altar, done by the Witch conjuring ice and then weaving their own magic into it, giving it a darker blue shade, if not purple even. - Cursed Ice and it's conjuration acts the strength ranging from stone (when conjured for anything larger than what may be worn upon one's person), to a high-carbon steel (when used for items wearable or equip-able on ones pesron) - Cursed Ice may be used for construction or MArt creations - Cursed Ice may not be enchanted without MArt usage - Cursed Ice for greater usage (builds, or manipulating so), requires RO permission to use. If there is no RO on tile, it refers to ST to attain approval. Cursed Ice Structures may not be requested to be built by world team or ST. - Cursed Ice is immune to mundane or alchemical flame, though magical flame of any kind would affect it as if it were normal ice. - This ice cannot be made during combat nor used for combat purposes on its own. - Cursed Ice may only be made in the quantity of (1) sole item as it is a excruciatingly draining procedure for both the Frost Mother and any aiding witch. New lore: Conjure Cursed Ice (Non-Combative) By imbuing ice with powerful Witch Magic while at the Altar, a Frost Witch may create an ice far more durable than any frost or ice formed within the natural realm, weaving their malicious arts into the ice which they have conjured forth. This ice may be used for a variety of things; from the creation of powerful weapons to entire fortresses created from ice empowered by the will and magic of the Fjarriagua. CREDITS Writing by Diogen & Agy Mechanics borrowed by Diogen's Fjarriagua Rewrite Feedback from the FW community
  6. report rules on staff need to be changed

  7. Strokur Within Haense- a land where winter never wanes, there lived Maira Aleksandra Baruch, a woman of gentle heart and curious mind. She was drawn to the beauty of the cold, to the way snow blanketed the world in quiet serenity, and how the frost painted intricate patterns on the windows of her cottage. Yet, for all her love of the winter's embrace, she never ventured far beyond the safety of her nation. Hi! I’m new here. Smiled the stranger. One fateful day, Maira encountered a woman by the village well. This woman, a stranger, appeared out of the gathering dusk as if she had stepped directly from the shadows. Her smile was warm, her voice soft and sweet, like the first bloom of spring after a long winter. But what struck Maira most were her eyes - icy blue, clear as the coldest river, yet somehow not as cold. They seemed to harbor a depth of kindness that put Maira at ease, despite the chill they bore. The woman introduced herself with a name that slipped through Maira’s mind like a forgotten dream. She spoke of a hidden place high in the mountains, a sanctuary untouched by the world below. Her words were like the most delicate snowflakes, falling gently upon Maira’s heart, melting away her caution. The woman’s invitation was simple, yet irresistible: "Come with me, Maira, and I will show you ascension." Maira hesitated only for a moment, the tales of the mountains' dangers briefly flickering in her thoughts. But the woman’s smile dispelled her doubts, and with a nod, she agreed. Together, they began the ascent, leaving the village and the safety of its hearths behind. As they climbed higher, the air grew colder, and the world became an expanse of white silence. The path was treacherous, the snow deep, but the woman moved with an unnatural grace, guiding the trembling Haeseni with ease. Maira, though less sure-footed, followed without complaint, her trust in the woman unwavering. Yet, as they neared the mountain’s peak, a strange thing began to happen. The woman’s skin, once smooth and fair, began to crack like a dry riverbed under a scorching sun. Maira watched in horror as flakes of ice began to fall from the woman’s flesh, revealing something dark and twisted beneath. The warmth that had once emanated from the woman faded, replaced by a cold so intense it burned. Maira’s heart pounded in her chest, fear gripping her as she realized the truth too late. The woman was no friend, no gentle guide, but a creature of the Frost - a hag of ancient and malevolent power, who had donned the guise of a human to lure her prey. It was then, the Frost Mother offered her a seat as a part of her kin. Yet she refused. But… I was supposed to get married. I can’t. I can’t. Whispered the Maira, as she quivered. The hag’s face dropped, disappointed in such a response. Flakes of snow and ice began to rapidly swirl around her form, almost shrouding her, hinting at the sheer anger displayed by the creature. Panic set in, and Maira turned to flee, but the ground beneath her feet was no longer solid. It shifted and trembled, as though the mountain itself sought to entrap her. The snow became ice, slick and treacherous, and as Maira ran, her feet slipped out from under her. She fell hard, the impact jarring, her breath stolen by the icy cold that now permeated her bones. Around her, the ice began to rise, jagged spikes shooting up from the ground like the teeth of some great beast. She tried to scramble to her feet, but her limbs were numb, her strength fading with the warmth that left her body. She screamed, a desperate cry for help, but only the wind howled in response, carrying her voice away into the void. Why- why? Stop! Cathan and Nimue will find you! They will hunt you until their last breath! Cried Maira as she ran. One of the spikes caught her as she fell, piercing through her side. The pain was sharp, but brief, the cold quickly dulling all sensation. Maira's breath came in ragged gasps, each one more shallow than the last, her vision darkening as the life drained from her. Don’t kill me. Please don’t kill me. Pleaded the Noblewoman. And then, silence. Maira Aleksandra Baruch’s body hung suspended on the spike of ice, her blood freezing as it touched the cold air. She remained there, a frozen statue, her eyes wide in a death she had never seen coming. The hag, now fully revealed in her monstrous form, watched with eyes that no longer held any trace of humanity. She let out a low, guttural laugh, a sound that echoed across the barren peaks, before she turned and disappeared into the blizzard, leaving Maira's hanging body beside the mountains where Haense resides, for all to see. Into the spike, was carved: "Hello Nimue. Hello Cathan." A taunt, to humanity. OOC:
  8. Naele, The Everlasting Frost, Queen of the Icy Tomb, Empress of Eternal Winter, Sovereign of the Frozen Wastes, Mistress of the Glacial Realm, Enchantress of the Eternal Blizzard, Keeper of the Frozen Flame, Vanquisher of Men, Warden of the Undead Ice, Bane of Mortal Men, Devourer of Souls, The Icy Cannibal Queen, Mistress of the Frostbitten Dead, Sentinel of the Glacial Fortress, Undying Matriarch of the North, Herald of the Endless Night, Frostfire Witch, Guardian of the Frozen Realm, Monarch of the Glacial Night, Slayer of the Patriarchs, Chosen of the Eternal Winter, Champion of the Frozen Plains, Protector of the Undying North, Weaver of the Icy Web, Rider of the Blizzard Winds, Bringer of the Glacial Dawn, Builder of the Frozen Cities, Seeker of the Icy Throne, Keeper of the Glowing Blue Flame, Mistress of the Frostfire Throne, High Priestess of the Glacial Circle, Archon of the Frozen Shadows, Mistress of the Frostbitten Peaks, Empress of the Icy Abyss, Lady of the Frozen Sepulchre, Scourge of the Living, Mistress of the Never-Ending Winter, Mistress of the Glacial Horde, Bearer of the Frostfire Scepter, Harbinger of the Frozen Dawn, Ruler of the Glacial Wilderness, Banshee of the Icy Moors, Protector of the Icebound Lands, Master of the Glacial Spirits, Weaver of the Frostbound Spells, Guardian of the Frozen Depths, Mistress of the Winter Veil, Monarch of the Glacial Depths, Eternal Keeper of the Frostbound, Sentinel of the Frozen Realms, High Queen of the Frozen Shadows, Mistress of the Frostfire Caverns, Sovereign of the Icy Domain, Monarch of the Glacial Expanse, Mistress of the Frozen Dead, Keeper of the Icy Beacon, Herald of the Frostfire Storm, Vanquisher of the Frozen Spirits, Protector of the Glacial Sanctum, Warden of the Frostbitten Lands, Mistress of the Frozen Dawn, Ruler of the Glacial Veil, Mistress of the Frostbound Abyss, Archon of the Icy Shadows, Empress of the Frozen Stars, Queen of the Frostfire Realm, Mistress of the Icy Horizon, Sentinel of the Glacial Wastes, Keeper of the Frozen Light, Protector of the Icy Halls, Mistress of the Frostbound Keep, Guardian of the Frozen Citadel, Sovereign of the Glacial Sanctum, Mistress of the Frostfire Throne, Archon of the Frozen Dawn, Queen of the Icy Realm, Mistress of the Glacial Spire, Warden of the Frozen Abyss, Guardian of the Glacial Throne, Mistress of the Frostbound Depths, Protector of the Frozen Light, Keeper of the Icy Embrace, Monarch of the Glacial Dawn, Sovereign of the Frozen Wastes, Mistress of the Frostfire Fortress, Empress of the Icy Dominion, High Queen of the Frozen Expanse, Sentinel of the Glacial Night, Mistress of the Frostbound Realm, Guardian of the Icy Veil, Protector of the Frozen Throne, Mistress of the Glacial Depths, Ruler of the Frostfire Empire, Keeper of the Icy Embrace, Monarch of the Glacial Expanse, Sovereign of the Frozen Stars, Mistress of the Frostfire Dominion, Archon of the Icy Depths, Queen of the Glacial Shadows, Mistress of the Frozen Dawn, Warden of the Frostbound Lands, Protector of the Icy Halls, Guardian of the Glacial Throne, Sovereign of the Frozen Realm, Mistress of the Frostfire Abyss, who sat upon her throne, replied to her daughter with a nod. ”We stand with our allies.”
  9. OOC: This was an RP-encounter and therefore is only known to those who witnessed it IRP. [!] An enormous eye of Iblees loomed over the Witch Queen’s fortress Rok Nardin - The Mad Queen WE FOUND THEM! Shouted a Haeseni knight Far atop the mountains, a sizeable legion of Haeseni knights marched upon the fortress of the Witches. Standing beside one another, holding their high ground. Their voices, alarming those who dwelled within. A shadowed figure within the walls appeared, only to disappear within the misty ice that shrouded that fortress. An odd sight, yet one that awoke the creatures- the darkspawn. The massive bell that loomed over rang, its pitch varied, yet oddly deepened the more it resounded. The ground quaked, followed by the gates shooting open. Wave after wave of frozen creautres of ice, riding their polar warbeasts flooded out the fortress, led by their very Mother- Naele. A blood-curdling scream escaped the horrifying creature that she rode, one whose face resembled a mixture of a human and a lion, with snakes for hair, and ragged robes covering its form, decorated with horns and jagged spikes of ice. You should not have come here… Warned Crow Riding with the Mother, was a creature- one with the head of a crow, yet the body of a man, reaching upwards of 8ft, with a maul for an arm. It threw itself into the enemy lines, as swords seemingly did no more than chip away at its skin, its veins bulging out of its body as it slammed its poor victims with brutal strength. Left flank! Ordered their commander An arc of ice flew towards one of the knights at the speed of an arrow, which surprisingly tore through her shield, digging into her armor, sending her back. The many other knights came to her aid. Potions were slung towards the Witches, as some found their way to their mark, blasting two of them off a horse, followed by another blast of fire, resulting in shrieks. A Farfolk archer immediately put an end to one of the Witches’ horses, sending her tumbling onto the ground. Other potions, on the other hand, were oddly thrown aside mid-air. The ground beneath became slippery, compromising the footing of the knights as they attempted to hold their ground against the warbeast-riding creatures- some even charging on foot, with the loss of their mounts. Spikes rising from many directions, jabbing at their legs, hindering their movement, and even raising as far as an entire wall to separate them. Some found themselves strapped of their strength, collapsing on the ground, consumed by spikes. Bolts of ice soaring within the air, finding their mark as they tear through the limbs of the assailants. Mother! Cried a witch The arbalest-wielding Uruk’s bolt tore through the Witch Mother’s shield, embedding itself deep into her arm, chunks of such falling onto the snow beneath, as she was sent stumbling backwards. Mages atop the walls began to blast those who attempted to close the gap, as some rode to her rescue- notably her Uruk daughter, who held her ground. Yet as they went on, they began to find themselves increasingly tired, increasingly frostbitten. As the Uruk lunged towards the Frost Orc and bashed her- almost to death- A polar bear manifested beside the crossbow-wielding Uruk, prompting a wrestle between the both, saving the Witch in the process, as the ground quaked beneath them. Retreat! Shouted their commander The mountain began to shift- to separate, even, as a large, gaping hole increasingly grew in size, threatening to consume all that stood in its way. The deep lair beneath them, revealed itself. Taking advantage of the shifting mountain, the knights quickly gathered themselves and left the mountains, freeing themselves from any substantial harm. While one, found himself in the grasp of the Crow, tossed down a cliff. Every Haeseni knight survived, to live another day. To fight another day. Injuries were plentiful. Some broken, some mutilated. The Mother’s wails echoed throughout the mountains. - Sightings of the Witches grew more numerous. Women began to disappear, only to return back home to their families weeks later, devoid of injury. Those families, now reside within their stomachs.
  10. Somewhere, a frost witch gets a feeling about a very loyal, very willing, thrall. One that would be ready to glaze over women at any point in time.
  11. i will dog on you in pvp @PCSwiftlike i fked @RedResult
  12. shoutout to the vale, was super fun CRPing yall
  13. OOC: This was an RP-encounter and therefore is only known to those who witnessed it IRP. [!] An eye of Iblees loomed upon Nevaehlen Rok Nardin - The Mad Queen A loud sound erupted within Nevaehlen. Warhorns blown, followed by the sensation of a horrible chill. A sensation of dread. A figure appeared, known as the Wraith, who stood beside the gathering of Druids. Magic flowed around her very form, as she quickly began to retreat. The angered Druids, followed, drawing their weapons to defend their homeland. SCRISA, I WILL KILL YOU! Screamed an angered Druid Leading the charge were a hooded figure, who held a shield and axe. An Uruk, and a spear-wielding horned druid, who charged at the gathering, anger overtaking her as she sought only one thing; to slay Scrisa. To her misfortune, a Witch, who wore a set of armor and textile resembling the figure of a Nun, launched a set of ice-bolts towards her, tearing through her knees, as a javelin pierced her shoulder, forcing her retreat. Flames and Malflame began to spew throughout the city, burning forests, organic life and living people alike, the searing pain causing the Druids to turn and flee. The Orc bravely lifted up the shield-bearing Druid, throwing her back in an effort of aiding her in gaining distance, sacrificing her life. GET EVERYONE BACK TO SAFETY! Cried a Druid In the back, a defender raised a potion, who she intended to throw towards the gathering, only to be rapidly targeted by a multitude of ice-bolts, courtesy of the Frost Mother, which all precisely landed throughout her torso, immediately throwing her off the encounter. The gathering quickly began to flee, only to be chased by the Darkspawn. The Mother, dropped on all fours, scaling down the rocks, her aim almost surgical in precision, her bolts dropping Druid after the other to the ground. GET BACK! Screamed a fleeing defender The shielded Druid - despite being flung away by the Uruk - struggled to flee, for bolt after bolt struck her legs, letting out a roar. Wood cracking, creaking and snapping as her body began to contort. Agony interwoven with rage. And then she fell. Ele, go… It’s fine. Get them safe. Keep them safe. For me. The desperate Druid said All that remained were the screams of Druids, as they attempted to flee- some succeeding, others, less fortunate. Arrows, oddly intercepted mid-air, as they could never land their target, but rather find themselves redirected elsewhere. RUN, OR THIS IS FOR NOTHING! Screamed the shielded Druid An arrow, the strength of an arbalest, obliterated the Mother's arm, as a potion shattered beside her, unleashing a loud screech, forcing her out of her magics. The creature fell on the ground, quickly rescued by her kin. Then, an explosion of smoke rapidly expanded, with nothing remaining of the horde of Darkspawn- those who fell to the ground, too, disappeared. Those who could flee, fled. Those who fought back, met their quick demise, bound in ice, and carried away. God Bled.
  14. [!] A letter was penned back to Vidnyr di Ixolar.
  15. [!] A missive was sent around to Urguan. Citizens of Urguan, For many years, you have fallen from glory. You half-people, who once sought to compensate for your lack of height through your crafts, smithing, and engineering, have lost all that made you unique. These crafts of yours, once spoken of with reverence, are now no better than the clumsy efforts of a child playing with mud. Your forges, once roaring with the power of innovation, now resemble little more than the feeble sputter of a dying flame. Yet, I, possessing the true knowledge of bringing golems to life, aim to restore this lost art to its former brilliance through the creation of artifacts. But above all, my ambition surpasses mere restoration. I intend to spread this invaluable knowledge to all races throughout Aevos, ensuring your feeble attempts are forever overshadowed by true mastery. Imagine, if you can, the awe and splendor of a world where even the lowliest of races surpass your supposed expertise. Your ancestors would weep if they could see the pitiful state of their descendants, wallowing in mediocrity and obscurity. Come, if you dare, to where I reside. Witness the true engineering might and genius. Behold the marvel of a fortress that I possess, a citadel of ingenuity and power that stands as a monument to what you will never achieve. Let your eyes bear witness to the wonders of true craftsmanship, and know that your legacy is but a footnote in the annals of history. Your time has passed, and your dwindling significance is but a shadow against the dawn of a new era. Embrace your irrelevance, or attempt to defy it, and face inevitable humiliation. The choice, though futile, is yours. With contempt, Naele P.S: The mountains might be too steep for your little legs. Please bring a trampoline. OOC:
  16. OOC: This was an RP-encounter and therefore is only known to those who witnessed it IRP. [!] An eye of Iblees loomed upon Lurin. Rok Nardin - The Mad Queen A chill overcame those who resided within Lurin. A sensation of dread. A stampede of horses quickly rode within the city, followed by the sounds of warhorns. The Witches, beings of the Infernal, and skeletons struck once more. Naele, within its centre. Those who dwelled within the square, found themselves battered to the ground. A horrifying being of steel, with teeth comparable to the Witches themselves, lunged towards Sylios Adiler. Unhinging its jaw, as it went to clamp onto him. An infernal Witch phased into the tavern, spewing out waves of flames, causing all within to catch on fire, but most importantly- Gundanath’Vukh. In an attempt to flee, he broke through the nearby window, falling onto the stairs beneath. Yet such flames only continued to find their way to him, until his untimely demise. The attempts at ringing the bell failed, for the warbeast-riders caught up to Maurizio, slamming him into the nearby wall, losing his consciousness. As the screams echoed throughout Lurin, so did people begin to gather; Sul’Ame, Amber Mossborn, Noelle Veyde, and Neare. Immediately drawing up arms, they ran into the fight, to save their kin. But their attempts were in vain, as Noelle slashed the skeleton riding it, it lunged towards her, bringing her to the ground. The armored Nephilim, tore apart those who dared tread near. DO NOT HARM HIM! Screamed Naele The Frost-Uruk’s attempts at striking Neare were quickly put to a halt at the orders of her Mother, who then went towards Sol’Ame. The immediate thought of their potential association drew the Lurinites away from Neare. Yet he, marched on nonetheless, letting out a loud THUNDERCLAP, causing her and the Uruk’s horses to rear them off, I do not like you. I do not like who you’ve become. You can be better. Stated Neare. His body began to twist and contort, light escaping between the cracks of his skin. Horns grew, and then- the dragonkin revealed himself. One, that fought for Lurin. Crossbow bolts were shot his way, Uruk attempted to strike him with cleavers, to no avail. He was far too durable. Yet oddly enough, everyone was kept alive. Bound, and forced in place, as they bled. For some reason, the darkspawn were unwilling to slay them- perhaps they had more use from them alive. MOTHER! Screamed a Witch The Nephilim struck Mor with the strength comparable to an Olog, as sounds of bones snapping echoed within the square, sending her to the ground, immediately rendering her unconscious. Yet his rampage came to an abrupt end, as he suddenly found himself sapped of all strength, dropping flat on the ground. The thanhium-wielding automaton’s gears churned, sending strike after strike towards the Nephilim. He managed to escape nonetheless. You will expect to hear from me, Naele. I will redeem you yet. Said the Nephilim, before is escape Those who could flee, fled. Those who fought back, met their quick demise, bound in ice, and carried away.
  17. Naele grew livid as she read the missive. "Me? FRAIL?" Her frail ego could not accept such a hit. She slammed her fist onto the throne's armrest, crumpling that paper as she prepared herself for the 5V5 CRP
  18. Diogen

    FROSTFIRE

    Oddly enough, the sensation of dread that loomed above them did not dissipate, upon the departure of the Witches.
  19. Diogen

    FROSTFIRE

    OOC: This was an RP-encounter and therefore is only known to those who witnessed it IRP. [!] An enormous eye of Iblees loomed over Numendil. Rok Nardin - The Mad Queen Faint whispers rang within the ears of the inhabitants of Numendil, followed by an eerie chill. A mist that enveloped them. Such a sensation of dread and cold was not all too unfamiliar to some, as its source grew close; the Frost Witches, mounted on their warbeasts, followed by a swarm of horribly disfigured, grotesque demons and imps. With them, they carried an odd banner. One, that pulsated a faint glow, wisps dancing upon its surface. A mist escaped it, as the Witches drew upon its power. Flesh, I smell. Echoed the voice of a Witch. The screams of Man ensued, as the creatures of the North flooded the square, bringing with them two of Numendil’s citizenry with them as hostages as leverage. Their warnings unheeded, these hostages were met with their quick demise. It was then that the guards of Numendil, comprised of Ser Victor Ronin, Ser Marius Vourkerhardt, and Ser Eldacar appeared, supported by Conan and Commander Alteon of Garenbrig on the flank, valiantly fighting off the Darkspawn that had overtaken their square. Conan struck his boomsteel weapon, forcing a thunderclap, which reared the creatures off their warbeasts, leveling the fields. Alteon attempted a charge with his horse, only for it to immediately fall, impaled by spikes of ice, forcing him to the ground. The demons charged against the guards of Numendil, pelting them with axes and malflame, as imps fell like flies to lances. A horrid demon flung aside potions alike. Warlocks commanded their battle ready minions to their eager deaths. Walls of soul eating flame held narrow points across the vibrant city of Numendil. SLAUGHTER THEM! Cried the angered Mother. The march of the undead was unrelenting. The Frost Mother, beside her Witches, rapidly summoned blankets of spikes after blankets of spikes. The ground beneath those who fought turned slippery, and spectral arcs of ice viciously struck the defenders. Some, even suspiciously tore through their plating. Spike after spike circled Conan from below, their tips cracking against plate, yet hindering his movement. His many attempts at breaking himself free were but in vain, finding himself with twice the amount surrounding him. Some guards found themselves sapped of their strength, collapsing upon the ground, as Malflame shrouded the others. Ser Victor Rorin watched his peer, unable to move, as he was bashed to the ground. While he wrestled against a Hellhound. Daughter? SISTER! Screamed the Mother and Daughter in unison. The Frost-Uruk laid limp, in her attempt at holding Conan and Alteon back. Yet her efforts were not in vain, leaving the poor Alteon horribly damaged as Malflame consumed him. “STAND UP!” Screamed Conan, as he struggled to stand his own ground ‘pon the slippery ice, amidst the many spikes that pelted him. A bolt of ice penetrated his foot, digging into the earth below, and finally, the sickness of the Void collapsing him to the ground. Alteon stood up, yet his efforts were in vain. The badly-battered man could find no proper way to the Mother, his paths relentlessly blocked by walls of ice. One guard’s ankle was tied to a demon’s horse, dragged away from Numendil. They scream, they flee. A chorus of voices echoed. No corpse was left behind. Those who lived, were taken away, nowhere to be seen. All would remain were slowly-melting structures of ice.
  20. “changing lore” no bro its been st verdict for years but then got put on paper recent-ish the other ways r already discovered and lore hasn’t been changed. there’s just a problem against cheesing discovering a darkspawn type thats so heavy on hiding amongst people
  21. there r many simple ways of figuring out a fjarriagua, but forcing a vampire test on a non vampire ca is not the way to go There should be proper rp to find out a darkspawn and not just cheesing slicing people’s arms in “random” tests
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